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Record final entity API validation and adapter coverage - #33

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docs/entity-foundations-validation
Oct 12, 2026
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JamieW105 merged 3 commits into
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docs/entity-foundations-validation

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@JamieW105 JamieW105 commented Oct 12, 2026 •

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Update the expansion checklist with the final 138 passing Rust tests, executed C# adapter validation, and the CI gate that requires every entity adapter. Java and PHP remain unavailable locally; the required all-adapter CI conformance job passed with those toolchains installed.

This follows the merged API documentation in #31 and accompanies Rustic-Game-Engine/engine#30. Validated again on the latest docs main: lint, static build, TypeScript check, audit (0 vulnerabilities), all 24 site tests, API example coverage, snippet syntax, documentation structure and exported-link checks passed. The Windows installer build passed and uploaded a fresh installer for implementation commit efc834d8. The full engine expansion remains unfinished.

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JamieW105 merged commit 894a6a5 into main Oct 12, 2026
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JamieW105 deleted the docs/entity-foundations-validation branch October 12, 2026 02:28
JamieW105 added a commit to Rustic-Game-Engine/engine that referenced this pull request Oct 12, 2026
…#30)

Scripts need live entity organization and lifetime operations across
language adapters. Add 17 shared Rust/runtime APIs for tags, groups,
world-preserving hierarchy edits, subtree/delayed destruction, component
presence and tag/radius queries. All SDKs call the same typed query
dispatcher; editor Lua/JavaScript API hints are updated. Destroyed
component owners stop receiving callbacks and release operations/signals
at cleanup.

Stop/change review skips destroyed authored entities and suppresses
translation-only diffs when an entity's parent differs from the original
scene. Surviving entities with unchanged parents still contribute edits;
restoring the authored parent makes local translations reviewable again.
Structural edits remain runtime-only, avoiding wrong editor world
positions and preserving normal Stop acknowledgements.

Reuse SceneWorld validated commands, generational references, transforms
and the existing gameplay clock/signals/scheduler. Runtime metadata
avoids a scene format migration; reparenting rejects shear instead of
silently changing poses. No dependencies added. This is the first
incremental entity slice of Phase 1: component mutation,
prefabs/pooling, scene streaming, input/persistence and subsequent
phases remain unfinished in the checked-in feature checklist.

Validation for the review fixes: all 70 engine-play tests passed,
including two regression tests and a real authenticated Stop exchange
after a component destroys its owner and reparents another entity. Both
unit regressions were also executed against the pre-fix collector and
failed as expected. Workspace/all-target compile check, engine-play
Clippy with warnings denied, formatting/whitespace checks passed.
Documentation lint/build/types/audit, all 34 site tests and
documentation/exported-link checks passed. Existing SDK/world features
remain covered by the CI suites. No Windows/macOS hardware compatibility
claim.

Companion documentation:
Rustic-Game-Engine/docs#31 (merged), with final
validation in Rustic-Game-Engine/docs#33 (17 API
pages, language examples, setup/lifetime/errors, expansion checklist;
site lint/build/types/audit/tests passed).
Stop/change-review documentation fix:
Rustic-Game-Engine/docs#34.
Runnable examples:
Rustic-Game-Engine/examples#1.

Windows installer and all required CI passed for fix commit 68d11be:
https://github.com/Rustic-Game-Engine/engine/actions/runs/38201074736.
The full comprehensive scripting expansion remains unfinished.

Fresh Windows installer:
https://github.com/Rustic-Game-Engine/engine/actions/runs/38201074736/artifacts/11725608597
(windows-installer, 21,661,427 bytes; the successful upload requires
Engine/dist/RusticGameEngine-Setup-*.exe). Both review threads are
resolved.
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